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Return to Arkham Horror

- Unpublished supplement for Chaosiums monster hunting board game -

Keith Herber & Richard Launius


released by www.yog-sothoth.com
with permission
Call of Cthulhu is a Trademark of Chaosium Inc.

Arkham Horror Supplement, 1989


Foreword
Once again, Im happy to be able to present a piece of Cthulhiana that, without the facility of
the internet would probably have been lost for good. This document represents the only
known material for the much rumoured original expansion to Chaosiums classic Cthulhu
boardgame, Arkham Horror.
As with the previously released alternate ending to the Spawn of Azathoth campaign:
Throne of Azathoth, the material here was obtained from Keith Herber via the Collectors
playground of eBay. It represents the ideas and plans made for that never published
supplement.
While the original Arkham Horror was published in 1987 and is now long out of print, with
strange aeons even death may die, and Chaosium plan once again to release a new edition for
the 21st century. As such, it seems an auspicious time to release the-thing-that-never-was, the
Return to Arkham Horror.
Enjoy.

Paul of Cthulhu
________________________________

Arkham Horror Expansion Set History


I'm not sure how much I remember about this project. After all it was done
in 1988 or 1989, fourteen or fifteen years ago.
Looking over the material, my guess is that most of the expansion material
is mine. I think I designed the new gates and monsters, then sent a copy of
the stuff to Richard Launius. Two pages of the typewritten material (with
the name "Launius" written on it) is obviously his response.
The Players Mats were Richard's idea, and he is responsible for the Arkham
Gazette Second Edition mockup.
The professions might also be Richard's material, but I can't be certain
one way or the other.

Keith Herber,
March 30, 2003

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Arkham Horror Supplement, 1989


K. HERBER
NEW GATES
There are thirteen additional new gates. I arranged mine in a pyramid form
(see accompanying diagram) with the Throne of Azathoth on top. One each of
the original gate cards are discarded and thirteen new ones added. The new
gates use the same colors as the old gates and the correspondences are noted
in parentheses. At first I tried some new colors but the board tended to
clog up with monsters so I went back to the originals.
ANCIENT EGYPT
1-You find a strange scroll: draw 1 spell card.
2-Trapped in a sandstorm! Lose 3 strength points and 1 turn.
3-You see the Sphinx move: lose 2 sanity points.
4-You mistakenly read a cursed scroll: lose 1 skill card.
5-Scrolls are everywhere: draw 1 spell card.
6-From a hidden tomb a monster appears.
ATLANTIS
1-A friendly wizard takes you under his wing: draw 1 spell card.
2-You get a chance to visit a very interesting laboratory. A successful Fast
Talk gains you 1 item.
3-They want you for a human sacrifice! Make a successful Fast Talk or die.
4-Tentacles reach out from the sea. Roll a successful Fight or lose D6
strength points.
5-An Atlantean prince challenges you to a duel. Make a successful Fight or
lose D6 strength points.
6-In the library are many books; one teaches you a spell: draw 1 spell card.
CARCOSA
1-The dead city frightens you: lose 2 sanity points.
2-A monster attacks you.
3-Among some ruins you find a strange artifact. Make a successful Knowledge
roll and draw 1 item card; fail and lose D6 strength points when the
artifact explodes.
4-A Star-Spawn pursues you. Make a successful strength roll or die.
5-In an otherwise empty building you find this single object: draw 1 item
card.
6-An invisible Star Vampire wants a snack: lose D6 strength points.
FOMALHAUT
1-A fiery entity wants to give you something. Lose 2 strength points and
draw 1 item card.
2-The intense heat saps you. Make a successful strength roll or lose 3
strength points.
3-You're attacked by Flame Vampires: lose 3 strength points.
4-You feel purified by the flames: gain 2 sanity points.
5-A horrid monster attacks.
6-You become lost in the smoke: lose 1 turn.
FROZEN HYPERBOREA
1-Frozen to the ground is a carved stone tablet. Make a successful Knowledge
roll and draw 1 spell card.
2-You must cross a frozen wasteland. Make a successful strength roll or lose
3 strength points.
3-Snowblind, you barely have time to react when a monster suddenly springs
at you.
4-In a copper box you find an unusual object: draw 1 item card.
5-Something moves in an abandoned temple: lose 2 sanity points.
6-The freezing cold numbs you to the bone: lose 2 strength points.

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Arkham Horror Supplement, 1989


THE HALL OF NYARLATHOTEP
1-A guardian monster attacks.
2-An ibis-headed statue speaks to you: lose 2 sanity points and draw 1 spell
card.
3-A Shantak swoops down at you. Make a successful Fight roll or be carried
to the Throne of Azathoth; roll for 1 encounter there and return to this box
next turn.
4-A frightening monster attacks.
5-You watch two green suns spin across the sky: lose 2 sanity points.
6-Nyarlathotep whispers something in your ear; lose 3 sanity points and draw
2 skill cards.
THE HIDEOUS CAVERNS
1-A hideous monster attacks you.
2-Two hideous monsters attack you.
3-In the darkness you stumble over a horribly mangled corpse: lose 1 sanity
point and draw 1 item card.
4-Something reaches out from a subterranean lake. Make a successful Sneak
roll or be devoured.
5-Nightgaunts swoop down and carry you to Irem. Roll for 1 encounter there
and return to this box on your next turn.
6-You are witness to a horrible ceremony: lose 1/3 points of sanity.
THE INTERIOR OF THE MOON
1-You stumble upon a vast cavern, nearly filled with a hideous, ropy, mass:
lose D6 sanity.
2-A monster attacks you.
3-A monster attacks you.
4-You find a strange device: draw 1 item card.
5-You accidentally discover the wrong gate back to Arkham. Roll on the gate
appearance table for the location at which you appear.
6-You find the room where the pink, crab-like beings perform their terrible
surgery: lose 2 sanity points.
IREM, CITY OF PILLARS
1-You accidentally bump into a pillar: lose 2 strength points.
2-A drooling monster attacks!
3-The shifting sands reveal a talking skull: lose 1 sanity point and draw 1
spell card.
4-A strange meeping sound is heard: lose 1 sanity point.
5-You find a tattered scroll. Make a successful Knowledge roll and draw 1
spell card.
6-Bronze plates, set into the streets, are pushed aside and hordes of ghouls
pour forth. Make a successful sanity roll or lose 3 sanity points; then make
a successful strength roll or die.
THE NAMELESS CITY
1-You become temporarily lost in the labyrinthine passages: lose 1 sanity
point.
2-You are standing near an ancient mummy when you hear a soft rustling
sound: lose 2 sanity points.
3-From an ancient scroll you are able to learn something of value: draw 1
spell card.
4-Cold howling winds blow across the desert. Make a successful sanity roll
or lose 2 sanity points; then make a successful strength roll or lose 2
strength points.
5-You have become lost in the desert. You must find your way out. Make a
successful Knowledge roll or die from exposure.
6-A horrifying monster attacks.

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Arkham Horror Supplement, 1989


SATURN
1-The unnerving geometry disorients you: lose 2 sanity points.
2-You meet up with Tsathogghua in his Saturn form. Make a successful Fast
Talk or be swallowed alive.
3-A terrible monster attacks you.
4-You discover and explore the wreck of an alien space vehicle: draw 2 item
cards.
5-A monster suddenly attacks.
6-Freezing alien winds cause you to lose 2 strength points.
THE THRONE OF AZATHOTH
1-Unthinkably powerful forces threaten to tear you apart. Make a successful
strength roll or perish.
2-The complete blackness and utter silence unhinge your mind: lose 2 sanity
points.
3-The freezing temperatures of outer space take their toll: lose 2 strength
points.
4-Azathoth beckons to you. Make a successful sanity roll or comply and be
destroyed.
5-The insane piping of the hideous flautists threatens to drive you mad:
lose 2 sanity points.
6-The Daemon Sultan takes pity upon you: draw 1 Spell card.
VALUSIA
1-You discover a scroll: draw 1 spell card.
2-You find a mysterious object: draw 1 item card.
3-A monster attacks you.
4-On an open plain you are spotted by a hungry dinosaur. Outrun him with a
successful strength roll or be eaten.
5-You find a book written in the language of the Serpent Men. Make a
successful Knowledge roll and draw 1 skill card.
6-The serpent men have noticed your presence and give chase. Lose 3 strength
points escaping them.

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Arkham Horror Supplement, 1989

NEW MONSTERS
POWERS
HASTUR SP-25 SAN 2/D6-Harmed only by magic
TSATHOGGHUA SP-20 SAN 0/2-Harmed only by magic. Asleep on a roll of 1-3 and
can be easily passed without using Sneak.
SPECIAL MONSTERS
BROWN JENKIN (from Leng) L-8 SP 3 SAN 0/1-The investigator must roll a 1 or
a 2 to initially corner the little rat. If Brown Jenkin escapes, roll on the
gate appearance table for its new location and place the marker there. When
cornered it can easily be killed or Brown Jenkin will offer to trade a spell
for its life. If Jenkin is allowed to go free he returns to the cup.
KEEZIAH MASON (Leng) Special-4 SP-8 SAN 0/0--Keeziah heads directly for the
boarding house. On the turn after she reaches her goal she erects a gate and
steps through it (returned to cup). If there is and Elder Sign on the
boarding house, Keeziah can dismantle it in 1 turn.
NYOGTHA (The Abyss) Special-7 SP-17 SAN 1/4-Nyogtha pursues the nearest
investigator (during any given turn) through streets and even into
buildings. Nyogtha stays on the board until it has brought one investigator
to 0 strength points. Nyogtha can be driven off (permanently-it's a trophy)
with an Elder Sign.
SHANTAK (Another Dimension) Flyer-9 SP-17 SAN 0/1-1f a successful attack is
made by a Shantak it does no damage. The victim is instead swept up and
carried off to the Throne of Azathoth for 1 roll on that encounter table.
The investigator (if alive) is then returned to his former position and the
Shantak flies off (into the cup).
WILBUR WHATELY Special-5 SP-9 SAN 0/1--Whately moves directly to the nearest
gate where he steps through and disappears from play. If an investigator
slays him he gets to draw 2 spell cards.
YITHIAN (City of the Great Race) L(Special)-8 SP-15 SAN 0/1 The Yithian
moves L-8 until an investigator is on the streets. At this time it acts like
a flyer, heading directly for its victim. If a Yithian successfully attacks,
instead of harming its victim it occupies the investigators body. On the
investigators next turn the Yithian will move his piece L-8 except that it
will stop to explore at any board location it should meet (Black Cave,
Boarding House, etc.). The Yithian will have an encounter at this location,
always buying whatever is offered (no Fast Talk), taking~ any bet, or any
free ride (use random gate table for destination). At the end of the
encounter the Yithian moves back into the street one square. A D6 is rolled
and on a 1-3 the Yithian leaves its host where he is standing, otherwise the
investigator remains 11 possessed". The Yithian will also leave the
investigators body if sanity points reach 0; strength points reach 0; or the
investigator is involuntarily pulled through the sudden appearance of a
gate.

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Arkham Horror Supplement, 1989


REGULAR(?) MONSTERS
ANIMAL-HEADED MUMMY (2) (Ancient Egypt) L-4 (R-4) SP-10 SAN 0/1
DARK YOUNG (2) (Interior of the Moon) L-6 (R-5) SP-14 SAN 1/3 Weapons do 1
point of damage.
GIANT SNAKE (Irem) Blocker R-5 SP-16 SAN 1/2
GNOPH-KEH (Frozen Hyperborea) R-5 SP-12 SAN 1/2
SERPENT MAN (2) (Valusia) L-7 (R-7) SP-10 SAN 0/1 If a Serpent Man
successfully attacks he causes the loss of an additional 2 points of
strength due to his venom.
TYRANNOSAURUS REX (Valusia) Blocker L-5 SP-18 SAN 0/1
VOORMIS (2) (Frozen Hyperborea) L-6 (R-6) SP-10 SAN 0/1
WIND SPIRITS (Nameless City) Flyer F-12 SP-8 SAN 1/2 Only harmed by magic.
ITEM
MOUSETRAP
Automatically catches Brown Jenkin. Reusable (The opportunity to catch the
rat-thing doesn't come very often).
SPELLS
RESURRECTION
1) Usable only in the Graveyard or the Hospital.
2) Costs 3 sanity points.
3) Take Local Character card Zombie.
HYPNOSIS
1) Usable in any human encounter.
2) Allows player to influence encounter in his favor. (Any purchase free,
Local Character joins you, etc.)
3) Costs 0 sanity points. Discard after one use.
LOCAL CHARACTER
ZOMBIE
Adds +2 to Fight.
OPTIONAL RULE
LIGHTHOUSE
At any time an investigator can use a Fast Talk to gain access to the
Lighthouse beacon and use it to destroy any Hunting Horrors.
The "Hastur Rule"

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Arkham Horror Supplement, 1989


ADDITIONAL PROFESSIONS
LOCAL H1STORIAN
San/Str 10
$10
3 Items
1 Spell
+1 to Knowledge
Start Location: Historical Society, Miskatonic U., or the Curiositie Shoppe.
PARAPSYCHOLOGIST
San/Str 9
$13
1 Item
3 Spells
+1 to Knowledge and 1 Skill card.
Start Location: The Graveyard or the Shunned House.
PSYCHIATRIST
San/Str 11
$15
2 Items
1 Spell
+1 to Knowledge and 1 Skill card.
Start Location: Sanitarium. Special: On a roll of 4 or less the Psychiatrist
can increase anyone's sanity 2 points. On a roll of 6 lose 1 point.
GANGSTER
San/Str 10
$8
Submachine Gun (or next best weapon)
2 Items
No Spells
+1 to Fight; +1 to Sneak; -1 to Knowledge.
Start Location: Hib's Roadhouse or the Police Station. Special: The Gangster
receives one half of all money and or items (by value) paid to or stolen by
the Sheldon gang.
SCIENTIST
San/Str 9
$10
Local Character: Hadelman's Time Machine
2 Items
2 Spells
+1 to Knowledge
Start Location: Miskatonic U. or the Library.
TRAVELING SALESMAN
San/Str 10
$10
4 Items
No Spells
+2 Fast Talk and -1 to Knowledge
Start Location: Anywhere there might conceiveably be a sale.
Special: The Salesman can sell an Item (at the listed price) to any other
investigator if that investigator fails his Knowledge roll. The Salesman
must be occupying the same location.

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Arkham Horror Supplement, 1989


TAXI DRIVER
San/Str 10
$5
2 Items
No Spells
+1 to Fast Talk and 1 Skill card
Start Location: Any Taxi Stand.
Special: The Cab Driver has a car and can drive to any location on the
board. He earns $1 per turn from short fares he runs but he will not be able
to give a ride to other investigators unless they approach him while he is
on a taxi stand.

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Arkham Horror Supplement, 1989


R. LAUNIUS
ARKHAM HORROR EXPANSION SET
THE ARKHAM GAZETTE 2ND EDITION: A second edition containing eight new gates
and new encounters for each location. When at an Arkham Location the player
would now decide which Gazette he rolls on. This rule not only creates more
encounters but also gives the player some choice, which is always nice.
Note; I have not created any new gates as yet and leave that to your
consideration.
PLAYER MATS: The player mats have been designed to help the player best
organize his cards throughout the game and would make a nice addition in the
expansion set.
PROFESSION CARDS: These cards are optional but provide a nice twist to
starting character strengths to begin the game. Each player would be dealt a
card and follow the instructions rather than follow the generic set up of
the basic game. Players not wishing to have a profession could start as
normal.
ADDITIONAL MONSTERS: The following monster chips should be added to the
game; 2 POWERS: Nodens and Nyarlathotep. Nodens is special and can help the
investigators thus keeping a balance of powers in the game (SP18 SAN 0/0
Fast Talk (-2) and Nodens removes any Power or monster from board. Fail and
he attacks). Also 5 other monster chips; Shantaks, Brown Jenkins, Fire
Vampires, Hunting Horrors and Cultists.
BROWN JENKINS: When you encounter him he gives you an item from the deck but
steals a random one from you. Upon each encounter, the player rolls 1 die
and Brown Jenkins is discarded on a roll of 5-6.
To move Brown Jenkins is special as he moves from house to house by rolling
each turn on the Gate appearance Table.
Fire Vampires (F-3 SP-9 SAN 0/1); These are special also as they move onto
buildings as they come to them. When they arrive they will roll D6 and burn
the building down on a roll of 5-6.Once burnt, there are no longer
encounters there but gates may still form and operate there. Only Magic and
the Fire extinguisher will destroy it.
HUNTING HORRORS: The only special thing about Hunting Horrors is that they
may be defeated by light, i.e. ... the new, Electronic Lantern Item card and
Light house encounter.
CULTISTS (SP10 SAN0/0): Cultists are special as they move on the board
according to normal standards but enters the location that they come with a
gate on it-Once on a Gate they add +2 to the Gates SP and may not be
attacked independantly. Note-it is wise to destroy them prior to increasing
the strength of the gate.
DESTROYED MARKER: This is used to identify destroyed locations by Fire
Vampires.
NEW RULES: One new rule that I would like to see added has to do with
Binding Monsters.When a monster is bound and that monster is a Bykhee,
Nightguant, Hunting Horror or Shantak it may be commanded to carry you to
any location. This could then save you if you are trapped inside of a gate.
FINAL THOUGHTS; I would also like to create a complete new game played on
the same board. Kind of a monster mystery game where you go to each location
and gather clues. I'll let you know when I come up with something more
concrete.

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Arkham Horror Supplement, 1989


I had also thought of adding an additional town but feel that this would not
greatly enhance the game and make the playing surface too large for the
average table. If you feel differently let me know and I will gladly work up
something.
Some new spells may be nice but currently have no ideas for any that would
genuinely enhance the game.
------------------Transcript by www.yog-sothoth.com
Example manuscript page can be found at the end of this document.

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